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All right fatties, I have a sealed DVD-case version of Independence War 2: Edge of Chaos - the original, not the budget re-release. Free to a good home, wherever you are in the world. All I ask in return for this expression of my love is a measure of protection and an opportunity to spread the message of your cybernetic holiness.

I get the feeling someone else would have more fun with I-War 2 than me, so I'll leave it for them.

What I came here to post was AnotherBound, a metroid clone.
I'll post some hints for where I got stuck/confused:

When the way back seems blocked after you turned the power back on, go and turn it on again, then go to the dead end in the same map

After the first boss, you get the long shot, with which you can shoot faraway buttons. First of course you use it to get through the blocked bit in the previous spoiler, next in the room adjacent to the one you left the two survivors in. Look at your map there.

That opens the blue lattices in the direction you originally came from if I recall right.

After the second boss I'm stuck. I got the charge shot, but I can't seem to activate anything with it that would get me out of this area. I've tried rocket-jumping with the charge shot too, but the blast seems to have no effect on me.
EDIT: Fix'd. blow up the wall with a charge-shot.

All right fatties, I have a sealed DVD-case version of Independence War 2: Edge of Chaos - the original, not the budget re-release. Free to a good home, wherever you are in the world. All I ask in return for this expression of my love is a measure of protection and an opportunity to spread the message of your cybernetic holiness.

Okay, I should have replied to this a LONG time ago, but since I didn't get into my Seiklus mood until now...

Originally Posted by TheOutrider

Try taking a closer look at that weird mural in the area with the "ghosts" that pop when they touch you. You've most likely seen it, and it's a hint. There's a lot of these around the game - little details, usually on the walls, that are different from everything else. They're usually a hint that there's a secret area around; however the mural is a blatantly obvious irregularity and does not hint at a nearby secret.

I still don't understand the mural, if the weird colors to the left of that ladder are what you're talking about. (Maybe I should just upload a pic...)

Digital Eel freeware

Hot (or still-warm, at any rate) on the heels of their making their trippy first release Plasmaworm free for all, they have gone ahead and made not one, but TWO more arcade games free for everyone (and this time with snazzy OpenGL graphics, and Mac compatibility)

THE BOX IS OPEN AND THE BLOB IS LOOSE!

Just in time to stuff into your virtual holiday stockings, Digital Eel hereby declares that Big Box of Blox and Dr. Blob's Organism are now FREE! Yep, that's TWO games for the low, low price of $0! How can this be, you ask? Because it's that time of year when everyone should be thinking about sharing, absolutely, and we want to show our gratitude to gamers (you know who you are) for supporting us --but also because free stuff is fun!

The best part is yet to come. This applies to BOTH the Mac and PC versions of these games!

Big Box of Blox is Digital Eel's first attempt to skewer the matching game genre (something we seem to like to do from time to time, ahem), with five different game variants, eye-popping art by Phosphorous and one of Digital Eel's more bizarre sound productions. You don't want to miss this one, especially for free! So, as we say: "Enter the Asylum, visit the Mushroom King and spin the Wheels of Fortune with Digital Eel's Big Box of Blox!" Click here to go get it.

The IGF double award winning Dr. Blob's Organism is a frenetic shoot 'em up based on John Conway's Game of Life. Players blast feisty one-celled organisms as they try to escape from a petri dish. Each level in the game introduces new powerups and more dangerous organisms with special abilities. Playing this game, you will learn to fear the word mitosis even as you get sucked in by the visuals, music (lots of tracks!), lightning-fast gameplay, and moist and squishy sound effects. Okay, no more waiting. Click here to blast blobs.

Exile 2 - The Nameless

The busy bods at Ovine by Design (who have brought us the excellent Imogen, XOR, and Cholo remakes in recent years, among others) have completed their successor to Jeremy "Thrust" Smith and Peter "Starship Command" Irvin's "Exile" -- the legendary physics-based arcade adventure that was one of the last high-points of gaming on the 8-bit BBC Micros (and was subsequently ported to the C64 and some of the 16-bit machines of the day).

Apparently they've had a legal issue with the name "Exile", so the game now sports its original subtitle as its main title, which amusingly means the game is named "The Nameless".

With physics-based gameplay now all the rage, it's worth taking a trip down memory lane to relive one of the first (and certainly the most complex) games to really do such things in earnest -- 20 years ago.

(And if The Nameless is easier than its forebear, I might actually manage to finish it :)

The busy bods at Ovine by Design (who have brought us the excellent Imogen, XOR, and Cholo remakes in recent years, among others) have completed their successor to Jeremy "Thrust" Smith and Peter "Starship Command" Irvin's "Exile" -- the legendary physics-based arcade adventure that was one of the last high-points of gaming on the 8-bit BBC Micros (and was subsequently ported to the C64 and some of the 16-bit machines of the day).

Apparently they've had a legal issue with the name "Exile", so the game now sports its original subtitle as its main title, which amusingly means the game is named "The Nameless".

With physics-based gameplay now all the rage, it's worth taking a trip down memory lane to relive one of the first (and certainly the most complex) games to really do such things in earnest -- 20 years ago.

(And if The Nameless is easier than its forebear, I might actually manage to finish it

That's the Exile I'm familiar with, the one that gets mentioned on Amiga forums everywhere. (And the legal issue regarding the title also reminds me of what happened with Star Control II and the UQM project.)

The physics engine is well ahead of its time, certainly the Trespasser of its day(only not in 3D and probably not as bad of a game in most people's opinions). I just wish there was analog control so that I don't send myself flying left or right at full speed when I just want to go somewhere slowly, especially when I'm carrying an urn full of water that I can't let hit anything lest it spill its payload. (I'm past that now, though I'm at a point where I don't know what the hell to do not far afterward...)

I'll be sure to check this remake out...after I finish the Amiga AGA version. (It's not like UQM where much of its original inspiration is apparently untouched save for the code so that it runs on platforms other than a 3DO and has some of the PC version's features back. This remake has substantially changed graphics which will likely give me whiplash between the various versions, though I could say that in reference to the Amiga AGA version, which looks nothing like the OCS/ECS version, which both look different from the C64 version, and which all look leagues better than the BBC Micro/Acorn Electron originals...)

I might have misunderstood what Exile/Nameless is like. What is the gameplay like?

Simply jet-packing around with a full inertia model made it different to everything else, even without taking the puzzles into account. The simulation gave you the same intuitive benefits that you can get with modern physics engines (e.g. if you wanted to head down a vertical tunnel with wind rushing up in the opposite direction such that your jet-pack was not enough, you could grab hold of something really heavy, stagger over to the tunnel entrance, and let gravity do the rest).

In short, if it didn't have a full physics model, then it wasn't like Exile :)

OK, now I get it. HERO had a helicopter backpack. It obeyed physics laws, namely inertia, gravity very well. Like if you were in a low-ceilinged 'room' w/lava on the floor and spikes on the roof, you would have to slowly tap the button(aka give it gas) to stay above the lava and below the spikes. You would travel in a sideways "S" pattern doing this.